Study Guides (248,357)
Canada (121,502)
MSCI 343 (1)
Midterm

Midterm Review This review has definitions and charts and comparisons of all the material before the midterm

9 Pages
129 Views
Unlock Document

Department
Management Sciences
Course
MSCI 343
Professor
Mark Hancock
Semester
Fall

Description
Review MSCI343 - Human Computer Interaction: it concerned with the design, implementation, and evolution of interactive computing systems ( human centered vs machine centered ) - Interaction Design: designing interactive products to support the way people communicate and interact in their everyday and working lives o Core Activities: analysis design implement evaluate o Usability: used to denote the ease with which people can employ a particle tool or other human-made object in order to achieve a particular goal o Usability goals: effective, efficient, safe, utility, learn, remember o User experience: how a product behaves and is used by people in the real world o UE goals: enjoyable, engaging, helpful, motivating, rewarding, fun, emotionally fulfilling o Design Principles: Visibility: make relevant parts visible, and what has to be done obvious Feedback: send information back to the user about what happened Constraints: restrict the possible actions that can be performed Consistency: design interfaces to have similar operations and use similar elements for the same tasks Benefit: easier to learn and use Internal: refers to designing operations to behave the same within an application External: refers to designing operations, interface to be the same across applications and devices Affordances: design an object have attributes that allow people to know how to use it Physical and perceived(virtual) affordances - Task Centered process: o Identification: Identify and Get in touch with people who might use your system ( Who ) Ways to get info: direct contact, interview intermediary, assume users and tasks then verify & modify assumptions accordantly Broad coverage: Expected, occasional but important, unusual users Create several task examples based on what youve learned ( What ) Task Examples: are stories that describe the actual usage of the system as well as providing detailed description of the person who is using the system Characteristics: what not how, very specific, complete job, who the user Classify tasks by frequency and importance Evaluate these task examples Circulate descriptions to users, & rewrite if needed ( omissions, corrections, clarifications, suggestions ) o Requirements: get them from the frequent expected users Classify them to: absolute must, should, could, exclude Discuss why each requirements belongs in a particular category o Design & Prototype: Develop prototypes interfaces around the user group & their tasks Scenario: describes the interaction between a person and a specific system it might be steps, how & what, complete & detailed enough, abstract, its good for a user manual, and find out missing components(depends on the prototype ) Easy & cheap to make multiple designs , and get different backgrounds o Walkthrough Evaluations: Convert task examples into scenarios Walkthrough each design using these scenarios ( motivates users actions and if they have the expected knowledge & training about the system , fix problems when found but continue ) Tasks usefulness As a design tool: should not guide the design by should be used as a criteria for ranking the functionality of the system As an evaluation mechanism: a task walk-through is fast & effective way of finding major usability problems - User-centered design & prototyping o Prototype: Def: the original or model on which something is based or formed ( mock-up ) (simulation ) Usefulness: Explore & evaluate design ideas Communicate ideas Understand existing user experiences & context o Stages: Tasks Stage Brain storm different representations Low fidelity Choose a representation Rough out interface style Task centered walkthrough & design Fine tune interface, screen design Medium fidelity Heuristic evaluation & redesign Usability testing & redesign Limited field testing High fidelity Alpha/beta tests Working Systemso Fidelity: amount of functionality & performance relative to final product Low-fidelity Name Benefits Drawbacks Sketching - high level concepts - hard to envision dynamics - easy to generate - easy to change Storyboarding - easier to see Each path = new sequence progression Pictive Experiential prototype Pictive: during design session, manipulate mock-up , and video tape the session Experiential prototype: recreate experience, using alternative medium Medium-fidelity: use same medium as final design, some but not all features Name Benefits Drawbacks Scripted simulation - specific task testable - user not able to follow - provide concrete plan - new one for each scenario - methodical - user not making decisions - user can test if it meets needs - frustration cant deviate Interface builder - interactive
More Less

Related notes for MSCI 343

Log In


OR

Join OneClass

Access over 10 million pages of study
documents for 1.3 million courses.

Sign up

Join to view


OR

By registering, I agree to the Terms and Privacy Policies
Already have an account?
Just a few more details

So we can recommend you notes for your school.

Reset Password

Please enter below the email address you registered with and we will send you a link to reset your password.

Add your courses

Get notes from the top students in your class.


Submit